Nintendo said the point of Windwaker was to recreate that "giant world" feeling that Zelda 1 had...

Nintendo said the point of Windwaker was to recreate that "giant world" feeling that Zelda 1 had, but that Windwaker ultimately failed at that while BotW succeeded.

Since Nintendo likely felt they mastered the giant sprawling world with BotW, what do you think they'll aim to master with the next Zelda game?

They will do botw 2

This was Arlo's prediction too. Or rather, a differently focused Zelda game using BotW's assets.

>but that Windwaker ultimately failed at that while BotW succeeded.

Wut. WW didn't manage it but neither did BoTW both end up as huge empty expanses with barely anything worthwhile taking up the space. The failing is making these places too large which results in the world becoming too empty. If they used today's tech and brought the map back down to WW levels we could have a far more densely populated game and for towns? throw in a loading screen like OoT and TP had so we can have rich, lived in and detailed towns worth a damn.

I want to believe that rumor about an ALBW-style sequel to Link's Awakening coming to 3DS because it's my favorite Zelda. As for Switch, they said the next one is going to be a open-air instalment again so I think they'll reuse Breath of the Wild's formula, with lots of changes and additions of course since they never simply make straight-up sequels.

i remember this porn. Tetra was the best

Dunegons hopefully, since BotW's focus was on the overworld the next game should focus on the other main aspect: dungeons

Make them absolutely huge and sprawling, maybe encourage people to take breaks from the dungeon so they don't burn out like Persona or something

>what do you think they'll aim to master with the next Zelda game?
PETTING DOGGOS

Wind Waker really caught the feeling of the first Zelda, though.
BotW takes the first Zelda as inspiration but it's completely different.

No it didn't. It only made me long to play the first Zelda, since it was insultingly baby tier in difficulty. I never felt like I was playing Zelda 1, just OoT for toddlers.

A Majora's Mask equivalent for BotW
I want it to be rushed out in crunch too

But they don't have to, Majora's Mask was rushed because the N64 was reaching the end of its life cycle, Breath of the Wild was a launch title so they have plenty of time to make a new one.

Side scrolling with crazy difficulty.

That's the nice thing though, Zelda games normally take half a decade to make since they start from the ground up every time, even though making a side story game using the same assets like MM takes a fraction of the time and is essentially risk free money

>half a decade
Do we know if Nintendo does that on 9-5 or Japanese murder company times?

>instead of exploring a giant overworld, you explore a series of underground dungeons connected to each other
kino

GLORF!

They probably have crunch time too when necessary, but from what I remember, Monolith Soft said they work 9-5 at least.

Wanna help a guy out with sauce? Tried searching to no avail.

Hopefully the next goal is to actually put interesting things in the giant world

bad zelda

Bad Zelda. Never read it myself so I don't know if it's a single comic or a bunch of them, but that's the title.

Arlo is a fucking retard, his predictions are incredibly dumb.

>A typical working day for Mr. Miyamoto starts at a flexible time in the morning and sometimes last until the wee hours of the morning.
>22 hour Japanese work day

Why do you think Miyamoto acts like a manic pixie? All that coffee fucked him up.

There's like 5 of them IIRC.

They're actually very "safe" predictions based on gaming industry precedence and standards. He hasn't been too correct so far but that's more because Nintendo has been acting very strangely the past few months.

What if they remake Faces of Evil using BOTW assets. A huge world of Koridai with more enemy variety and giant overworld. Fighting the likes of Goronu, Glutko, Miltron in giant sprawling dungeons.

How would Sup Forums react?

Arlo didn't even get the price right for the online and that shit was announced a long time ago. He was already wrong because they already announced Bayonetta trilogy at the TGA. Arlo didn't get anything right.

>but that Windwaker ultimately failed at that while BotW succeeded.

BotW may have been better at it but WW hardly "failed" at having a big world. And the sea platforms are as shit and copy pasted as BotW's were

...

Next Zelda should feature a Link who's a bike racing star and a Ganondorf who's an asshole biker on a Harley Davidson.

Wind Waker's world is hardly big though. It's just tedious and boring to get anywhere.

imagine BotW but with actual locations to visit!

>BotW succeeded

Giant sure, but it had nothing to actually discover.

By the 80th shrine I wanted Ganondorf to win and level Hyrule just so the shrines would be gone.

>only good zelda is 2
>no sequel to it

>we'll never get a Metroidvania style 2D Zelda

Just end it.

>Metroidvania
just stop

If you don't like the term that's your problem but that's what the "genre" is known as.

Come to think of it, all the non-town and non-dungeon islands were kinda like Shrines.

Yeah and it's a shit genre

Next Zelda will be "futuristic" underground Zelda.

You're a shit genre

The point of the next game will be to recreate that "who the fuck designed this game" feeling Zelda 2 had

You call that a dungeon? This is a dungeon.

Despite being so big BotW actually feels kind of small and claustrophobic to me since you can see so much from almost anywhere. Often you can see 4-5 glowing towers in the distance

I don't see the problem. It's a dungeon. It should have some dead ends. It shouldn't be so easy for the player to navigate

>it's a dungeon. It should have some dead ends
Fuck off, you retard. It's just a name. I don't want to play a game with mazes, I want to play a puzzle exploration area that can be navigated through problem solving and thinking rather than trial and error. Dead ends are horrible game designs and the dungeons in ALttP that have dead ends are the worst dungeons in the game.

Fully half of that map is a dead fucking end. The entire red path is a giant fuck you that goes nowhere and the left path at the part where the green branches out also sends you on a ONE WAY TRIP to the end of the dead end.

Keeping in mind also the way magic regenerates (or more accurately, doesn't) and you can get completely fucked in that lava room down there after casting fairy to find yourself staring at a wall on the next screen.

But dead ends, or areas with no real purpose, are a very logical thing in big sprawling dungeons. Your complaint is very stupid. It would be less immersive if every single part of the dungeon had an obvious purpose to solve.

You people claim you like exploration and get mad when the world isn't tailored made for you.

Good exploration: Straight paths are obvious to most players. Branching paths can be found by players who are more keen to explore and who pay attention to game clues telling them which way to go and/or how to traverse said paths. Dead, useless ends are non-existent and/or are only present as a gag to the player to teach them to pay better attention.

Bad exploration: Draw a tree, lay it on the ground so that it becomes a map, and only one or 2 paths of that tree actually get you anything.

>immersion

This is stupid, and you should feel bad for falling back on this in a Zelda game of all titles. Even if it wasn't, what you're talking about makes no sense. If it was supposed to be "immersive" then you'd have to consider the reason dungeons exist in the first place - senselessly murdering would-be heroes for choosing the wrong path twenty rooms ago is a completely retarded way to determine if they're worthy of obtaining the Triforce.

This, except even more empty than OoT which is quite an accomplishment

>Comic Sans

The dungeon he posted is a million times harder than Turtle Rock.

>I don't want to play a game with mazes
Numale faggot needs a hand holding linear babby dungeon to enjoy himself, no surprises. The dungeon is supposed to be hard and nasty it's the last dungeon of the game, make a map and get good you faggot or go back to collecting moons in your toddler simulator.

BotW was made to feel like the NES Zelda games, it really reminds me of 2 more than 1.
Next game should focus on a return to the feel of LttP. Basically like BotW but better in every way.

Maybe the world is smaller but a tighter narrative focus, better combat (less worrying about durability), more unique enemies and bosses.

...

Windwaker 2 but now you have a full pirate ship with naval combat.

I jacked off to these so much back in the day

BotW shits on WW's attempt entierly. There's tons of actual shit and unique elements of the world to find in varied ways in BotW, which you can also just ignore if you want. WW's island hopping was woeful and repetitive.

>Complains about repitition
>Defends BOTW lack of dungeons and shines
Your faggotry is showing

BotW's beasts are better than most of WW's dungeons, and the shrines are better than empty islands or random boats

I remember these comics. The Twilight Princess one sure went in a weird direction.

So we're just going to ignore the holes then?

BotW has WW beat on towns though. Or just most Zeldas in general (It's like AoL in that regard).

>So we're just going to ignore the holes then?

I think it's best for all of us if we ignore the nonsense that was the holes